void CGUIWindowSettingsScreenCalibration::Render() { SET_CONTROL_HIDDEN(CONTROL_TOP_LEFT); SET_CONTROL_HIDDEN(CONTROL_BOTTOM_RIGHT); SET_CONTROL_HIDDEN(CONTROL_SUBTITLES); SET_CONTROL_HIDDEN(CONTROL_PIXEL_RATIO); // we set that we need scaling here to render so that anything else on screen scales correctly m_needsScaling = true; CGUIWindow::Render(); m_needsScaling = false; g_graphicsContext.SetRenderingResolution(m_coordsRes, false); SET_CONTROL_VISIBLE(CONTROL_TOP_LEFT); SET_CONTROL_VISIBLE(CONTROL_BOTTOM_RIGHT); SET_CONTROL_VISIBLE(CONTROL_SUBTITLES); SET_CONTROL_VISIBLE(CONTROL_PIXEL_RATIO); // render the movers etc. for (int i = CONTROL_TOP_LEFT; i <= CONTROL_PIXEL_RATIO; i++) { CGUIControl *control = (CGUIControl *)GetControl(i); if (control) control->Render(); } }
void CGUIWindowSettingsScreenCalibration::Render() { // g_graphicsContext.Get3DDevice()->Clear(0, NULL, D3DCLEAR_TARGET, 0, 0, 0); m_iControl = GetFocusedControlID(); if (m_iControl >= 0) { UpdateFromControl(m_iControl); } else { SET_CONTROL_LABEL(CONTROL_LABEL_ROW1, ""); SET_CONTROL_LABEL(CONTROL_LABEL_ROW2, ""); } SET_CONTROL_HIDDEN(CONTROL_TOP_LEFT); SET_CONTROL_HIDDEN(CONTROL_BOTTOM_RIGHT); SET_CONTROL_HIDDEN(CONTROL_SUBTITLES); SET_CONTROL_HIDDEN(CONTROL_PIXEL_RATIO); m_needsScaling = true; CGUIWindow::Render(); g_graphicsContext.SetRenderingResolution(m_coordsRes, 0, 0, false); SET_CONTROL_VISIBLE(CONTROL_TOP_LEFT); SET_CONTROL_VISIBLE(CONTROL_BOTTOM_RIGHT); SET_CONTROL_VISIBLE(CONTROL_SUBTITLES); SET_CONTROL_VISIBLE(CONTROL_PIXEL_RATIO); // render the movers etc. for (int i = CONTROL_TOP_LEFT; i <= CONTROL_PIXEL_RATIO; i++) { CGUIControl *control = (CGUIControl *)GetControl(i); if (control) control->Render(); } }